## About The Pull Request
Turns
`ON_WALL_LAYER`
into
`FLAT_ON_WALL_LAYER`
`ON_WALL_LAYER`
`HIGH_ON_WALL_LAYER`
Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like
signs and posters
`ON_WALL_LAYER` is default
and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall
Also makes the incident display actually wall mounted
## Why It's Good For The Game
I noticed this while doing mapping and I thought it was a really cool
effect

Unfortunately this effect was a coinflip because all wall mounts were on
the same layer. Sometimes it'd look like this

So this allows us to do this kinda stuff consistently.
Also has the added effect of letting us "de-prioritize" stuff like
posters, so we can hang stuff *over* posters and signs, which could be
useful.
## Changelog
🆑 Melbert
qol: Some wall mounts will now consistently layer over others (light
switches and cameras, notably, should always layer above other mounts
like signs and status displays)
/🆑
## About The Pull Request
You can now click wallmount balloons to click the parent object. Doing
so removes the shift key modifier, allowing you to interact with them
instead of examining
https://github.com/user-attachments/assets/d5b5ba95-4401-484a-a1a1-e738fa3ea99c
## Why It's Good For The Game
Sideways wallmounts are hard to click, and this is an easy and intuitive
way to solve that issue.
Also oranges paid me to do this.
## Changelog
🆑
qol: Wallmount balloons are now clickable
/🆑
## About The Pull Request
Requires #85491 to be merged first, as otherwise leaning on directional
windows looks incredibly goofy
You can now lean on both fulltile and directional windows, and its
possible to easily extend this functionality to other objects. Dunno if
this even deserves to be called a refactor so not marking it in any way.
## Why It's Good For The Game
Just makes sense that you'd be able to do it
## Changelog
🆑
add: You can now lean on windows the same way you can lean on walls
fix: You no longer stop leaning on walls after clicking on anything
/🆑
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.
## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
## About The Pull Request
I had unregistered signals from the wrong source in the original PR for
items with the tactical component changing your identity. Now they get
properly unregistered.
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/85827
## Changelog
🆑 Bisar
fix: Potted plants no longer permanently mark you as one of their own.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Copypasted code prevented improvised shields from being crafting due to
moonflower shields having the same path. Found by ncarlarc on discord
## Changelog
🆑
fix: Fixed improvised shield crafting recipe being overriden by
moonflowers
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->
## About The Pull Request
Updates mirrors to fit wallening's style, sadly this does mean making
them smaller and only noticably reflective when facing south.


Closes#85836Closes#77476
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Currently they look like floating plates near walls instead of being
actual mirrors
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
image: Mirrors have been successfully wallened
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
Deja Vu perk now blacklists all centcom areas, not just the ship itself.
It also now teleports you to where you were before the teleport, instead
of teleporting you to the same spot every time.
Closes#85737
## Why It's Good For The Game
In its current implementation it makes you borderline immortal as it
stores your health, but also makes it impossible to escape the station
as you will be teleported to where you first arrived on the station,
stealing your greentext. This way its gives the player a more balanced,
but riskier experience
## Changelog
🆑
balance: Deja Vu perk now teleports you to where you were before the
last teleport, instead of where you arrived on the station
fix: Deja Vu can no longer be used to return to the wizard ship
/🆑
## About The Pull Request
When a cyborg gets gibbed, its MMI pops out and is still able to talk.
Funny thing about chasms, they gib you, which leaves you still able to
talk despite the fact that you should be dead, so this nulls out the
cyborgs MMI if they fall into a chasm, leaving the player properly dead
albeit round removed
## Why It's Good For The Game
It fixes a bug that almost never happens
## Changelog
🆑
fix: borgs no longer drop MMIs when chasmed
/🆑
---------
Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
## About The Pull Request
I added TRAIT_UNKNOWN to the code for picking up and dropping potted
plants. Picking them up will make you totally anonymous (and
suspicious). This is the same thing that infiltrator suit and heretic
shadow cloak does.
I also added in some code that changes your displayed name to the name
of the item, and then I had to jiggle ID code a bit so it wouldn't
display your worn ID; it'll now display the forced name of the tactical
object.
## Why It's Good For The Game
Becoming an absolute master of disguise by hiding with a potted plant is
hilarious. Causing people to become immensely paranoid of anyone holding
a potted plant is very on-brand. Dropping the potted plant to reveal
you're in full infiltrator gear or heretic aura is also a funny double
bluff. The total anonymity afforded by this is balanced out by the fact
that you have to use both hands to hold the plant so you can't defend
yourself at all if you're making use of it.
## Changelog
🆑 Bisar
add: The interns remembered to water the plants around the station;
their foilage is so thick that it totally hides the identity of anyone
holding them!
/🆑
---------
Co-authored-by: Ubuntu <ubuntu@ip-172-26-7-23.us-east-2.compute.internal>
## About The Pull Request
Reduced caltrop default paralyze timer from 6 to 2. In practice, this
means glass shards, broken glasses, etc.
## Why It's Good For The Game
As time goes on, the game has sped up. stuns are smaller, attacks are
more volatile, the pace has generally gone up. Six seconds for stepping
on some broken shards is, frankly, rather ridiculous in 2024 /tg/. It
made more sense in the past, but I think it's time to reduce it. Two
seconds is plenty of time in an active situation to get screwed over for
being weird and not having shoes, six is overkill and just frustrating
when you lose a leg.
## Changelog
🆑
balance: Reduced caltrop default paralyze timer from 6 to 2
/🆑
## About The Pull Request
Closes#85500
you can now specify what types of actions are affected, not sure if I
should make this a typecache instead tbh
## Changelog
🆑
fix: Fixed Creatures not being able to use non-jaunt actions when seen
/🆑
## About The Pull Request
Added support for remote material insertion type whitelists and utilized
it to allow circuit printers to recycle components. Removing a component
from UI while the circuit has a linked printer will automatically
recycle it.
Also fixed a rogue space appearing when recycling a single item
## Why It's Good For The Game
You literally cannot do anything with components you remove/do not need
anymore so usually they end up littering circuit lab's floors. This
should make developing circuits slightly less annoying.
## Changelog
🆑
qol: Circuit components can now be recycles in circuit printers, and
automatically do so upon being removed if a circuit has a linked printer
spellcheck: Recycling a single item no longer outputs a line with a
rogue space infront of it
/🆑
## About The Pull Request
Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game
Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
## About The Pull Request
In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.
The goal is to have:
- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes
This PR is a first part of this change.
- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait
## Why It's Good For The Game
Foodening PR was incomplete, this PR is a step towards the completion.
## TODO
- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions
## Changelog
🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
because of a mixup between min and max all gunpoint shots are currently
point blank. Point blank code is a nightmare.
guns were a mistake can we return to toolbox-only days
thanks to Melbert for finding this
## Changelog
🆑 MrMelbert, SmArtKar
fix: Holding someone at gunpoint no longer makes all shots count as
point blank
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
See title
Closes#85542
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Pretty self-explanatory
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Fixed an infinite TC glitch dupe
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Callout and MODsuit quick picker (Ctrl + MMB) radials are now
user-bound, meaning that they won't change their screen position if you
move.
## Why It's Good For The Game
Those aren't radials bound to specific objects and rather appear at your
cursor purely for convenience. In case of callouts this is especially
important as you're most likely running while casting them which will
make your mouse move over and trigger a random option as you don't have
to click to use them.
## Changelog
🆑
qol: Callouts and MODsuit quick module pickers now track user
/🆑
## About The Pull Request
I've componentized part of the code that manages raising lobstrosities
from chrabs so that it can be added to other fish too. As proof of
concept, I've added tadpoles. Tadpoles are not fished like the rest,
instead you merely right-click a puddle and after 5 seconds you'll get
one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce,
require lukewarm freshwater, need to be feed frequently, and become
frogs after about 3 minutes.
## Why It's Good For The Game
A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.
## Changelog
🆑
add: Added tadpoles, which can be scooped from puddles with right-click.
Functionally they're like most fish, which require an aquarium to
survive, and also need to be fed fairly frequently, however they quickly
become frogs after about 3 minutes of care.
add: Every station now has a couple puddles. One at the public garden
and the other in prison.
qol: Changed the name of an aquarium UI button from "Reproduction
Prevention" to "Reproduction and Growth", as it controls both fish
breeding and growth.
/🆑
## About The Pull Request
Closes#85364
Organs now mark themselves after being removed from someone, which is
that the perk checks for
## Changelog
🆑
fix: Heart eater wizard perk no longer works activates on organs that
haven't been used before
/🆑
## About The Pull Request
Ok, I've had a bit of false memories about fishing being easy. It's
actually tough. It also has some issues that I didn't completely
understand until very recently.
First of all, I thought anything that count as a bait would be good
enough for fishing, but it turns attaching a raw meatball doesn't remove
dud chances from fishing spots. Having finally played with the feature
enough, I came to realize it's quite dumb to have something like that IF
you have a bait regardless of quality. We have other ways to handle bait
related stuff.
Second, I've lowered the time to raise a lobstrosity slightly. Waiting
20 minutes to get an adult one is a tad much if you add in all the prep
needed for it. Conversely, I've also increased their feeding frequency.
I think they should eat a bit more than once every 15 minutes to
survive. 10 should be ok.
I've also halved the reproduction timeout for the sludgefish. When I
first added it. I didn't take in consideration I'd have later have made
it so newly spawned fish would be on cooldown for double the standard
duration.
The abstract fishing rod that "profound fisher" mobs use now comes with
the same omni-bait advanced fishing rods use, so that they can catch all
kind of fish with less bad RNG.
Buffed the fishing skill a bit.
Aquariums that unanchored (except pre-filled ones) and do not
auto-connect to plumbing; ferer issues if you were to build one near the
toilets. They alo have the 'enable breeding' enabled by default.
I've also re-increased the deceleration of the minigame bait. Making the
controls less slippery.
## Why It's Good For The Game
I've been suffering from some Mandela effect about fishing. It's
definitely more challenging when the server isn't shitting the bed.
## Changelog
🆑
qol: Aquariums start unanchored and don't autoconnect to plumbing. Their
reproduction prevention is also disabled by default.
balance: Made it a tad easier to control the bait during the minigame.
Buffed the fishing skill. No fishing duds at all when using ANY bait.
balance: Chasm Chrabs take less time to grow into Lobstrosities but need
food a bit more frequently.
balance: "Profound fisher" mobs will have less RNG-dependant time
fishing.
fix: You can now ACTUALLY interact with other things while fishing if
the fishing rod isn't in your active hand.
/🆑
## About The Pull Request
This pull request removes the clipboard from the pool of heretic ritual
of knowledge items, specifically the "Easy" ones to obtain. The rest is
unchanged.
## Why It's Good For The Game
Clipboards are substantially harder to obtain than it's fellow objects
for the ritual.
- Shards are able to be made from glass from autolathes, maintenance
loot, protolathes, salvaged from structures
- Candles are printable from biomass, plenty of them in the chapel,
orderable, sometimes maintenance has them
- Paper is printable from biogen iirc and in huge quantities across the
entire station, you can also handcraft some or order it
- Everyone has a pen roundstart, obtainable from library, lathes, maints
- Flashlights are the same as above yet obtainable from most tool
closets and even emergency closets
- Crayons are able to be made with xenobiology, ordered, have a few map
spawns but are generally in good quantity and are maintenance loot.
The clipboard however is not printable, orders in sets of 2 for an
interesting sum in a suspiciously never ordered package, has lackluster
map spawns (One or two in cargo, one psychologist's), is sometimes
required in pairs if not more and it's severely more difficult to get. I
do not think anyone would miss this, as it's just tedious and too
low-supply to get. There are more batons on station then there are
clipboards, even organs are easier to access.
## Changelog
🆑
add: The heretic's ritual of knowledge no longer requires binoculars
add: Clipboards are craftable using a wood plank, an iron rod and
wirecutters
/🆑
## About The Pull Request

Shift + middle clicking while wearing a mining headset will open a
callout radial, after moving your mouse over one of the options a
callout emote will appear where you pointed (No need to click on the
radial button). Callouts have a 3 second cooldown to prevent spam and
glow in the dark due to how dark lavaland is (normal point emotes do
not)
There are 6 options: pointing, danger, attack, mine, defend and
reposition. Your callouts are colored in your runechat color. This is
done via a component so later if needed it could be added to other
headsets/mobs/items. Callouts also can initiate basic mob orders, being
a better way to command your minebots in combat.
Additionally, they also boost your speech back to normal levels in
low-pressure environments, ensuring that your runechat is still nice and
readable.
## Why It's Good For The Game
This would make coop mining much more enjoyable, as stopping to type
mid-fight is more often than not a death sentence on lavaland. With
arcmining's vents cooperating is actually beneficial, and I feel like we
should incentivize miners to do it more often by providing them with
tools for it.
## Changelog
🆑
add: Mining headsets now allow you to make callouts via pointing. You
can use them to communicate with fellow miners or order your army of
bots and raptors!
add: Mining headsets keep your voice loud and clear in low-pressure
environments (not vacuum!)
/🆑
## About The Pull Request
Fixed possessed blades being broken
If testing is enabled everyone is polled in ghost polls.
## Why It's Good For The Game
> Fixed possessed blades being broken
oopse
> If testing is enabled everyone is polled in ghost polls.
MUCH eaiser to test
## Changelog
🆑
fix: Fixed possessed blades being broken
code: If testing is enabled everyone is polled in ghost polls.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
It was trying to put items into a trash bag that doesn't have
`CAN_BE_HIT` flag with an `attackby`.
It now works for both the vacuum insert and the manual one.
Fixes#84653
## Why It's Good For The Game
Bug fix.
## Changelog
🆑
fix: Janicart inserts items into the attached trash bag again (manual
and vacuumed)
/🆑
## About The Pull Request
Hello, coder of carrot swords here!
Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes.
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


## Why It's Good For The Game

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.
## Changelog
🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
## About The Pull Request
on_hit_effect is now an element, which uses signals instead of
callbacks.
## Why It's Good For The Game
Easy peasy almost lemon squeezy. It's a good thing that I had made the
AddElementTrait proc so we can manage multiple sources of a common
element. It's much better to use signals than callbacks for components
and datums with several possible sources, kinda like how it's been donw
with the relay_attackers element.
## Changelog
N/A
## About The Pull Request
Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.
Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.
The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing
Now tested.
## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.
Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.
## Changelog
🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑
## About The Pull Request
Iansdoor suggested this to me earlier (but I already knew it was a thing
on Goon), and I said ok. Basically, this PR adds an interaction between
explosions and fishing.
At the cost of potential collateral damage, you can too now use a TTV to
catch a lot of fishes (and other stuff). Fish spawned this way will be
pretty much dead however.
This PR also adds the examine tips already presents in the fishing spot
component to the lazy fishing spot element.
## Why It's Good For The Game
This PR adds an interaction between fishing and other mechanics of the
game.
## Changelog
🆑
add: You can now fish with explosives.
fix: Fixed an inconsistency with examining fishing spots with
sufficiently high fishing skill (or skillchip).
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
## About The Pull Request
Renamed the Crimson Focus to the Crimson Medallion
Fixed harvesters not being properly bound to their master, nor dying
when they do
Fixed heads totally overriding cultist sacrifice rewards
Heretic blade now converts to a nullblade
Added wooshing, shaking, and glowing to flinging around with the heretic
blade
Removed the probability to not gain a reward when sacrificing a cultist
## Why It's Good For The Game
> Renamed the Crimson Focus to the Crimson Medallion
I heard bradley say this and it sounded better, differentiated it from
the amber focus, gave it a unique identity
> Fixed harvesters not being properly bound to their master, nor dying
when they do
Now you can track your master through the arrow though
> Fixed heads totally overriding cultist sacrifice rewards
Whoops
> Heretic blade now converts to a nullblade
Everyone loves these and it fits more-ish
> Added wooshing, shaking, and glowing to flinging around with the
heretic blade
I am the flavor master
> Removed the probability to not gain a reward when sacrificing a
cultist
This was 'pre-balancing' which is a cardinal sin in my books. It
shouldn't exist without a good reason, plus the implementation is poor.
## Changelog
🆑
spellcheck: Renamed the Crimson Focus to the Crimson Medallion
fix: Fixed harvesters not being properly bound to their master, nor
dying when they do
fix: Fixed heads totally overriding cultist sacrifice rewards
add: Heretic blade now converts to a nullblade
add: Added wooshing, shaking, and glowing to flinging around with the
heretic blade
balance: Removed the probability to not gain a reward when sacrificing a
cultist
/🆑
## About The Pull Request
Added Untie Shoes. This is a wizard spell that's seemingly weak but has
some power under the surface.
The first level unties, then knots shoes.
The second level allows you to tie jackboots and the like.
The third level allows you to summon shoes if the target has none.
And, for the true pranksters out there, the fourth level makes
invocations silent and gestureless.
Also, it always slows noncarbons down a bit.
It's also given to clowns after Jubilation, and the wizard themself, at
max level for the latter, if they dont have it already.
### Why would you ever pick this??
Knotted shoes make the wearer unable to walk without being stunned and
tripping on the floor. Let that sink in! Anyone hit twice by the spell
is forced to crawl around or risk stepping on broken glass. Worse, they
need to go through a looong process to untie their shoes to even drop
them.
This spell has infinite range, although casting from beyond screen range
or through zlevels multiplies the cooldown by ten, which is excellent
for softening up targets.
It's a 1-point, ranged, supportive spell with low cooldown, which makes
it excellent as a deterrent for harassing wizards at long range -
something they often lack answers to.
It's great for whittling down antimagic charges.
It's funny.
## Why It's Good For The Game
This spell is silly, comical, yet also very versatile and adds a rather
large amount of depth to Wizard while also expanding on shoe knotting,
which is inherently funny and rarely looked at.
I also wanted it to work through camera consoles because that's
EXTREMELY funny. The long cooldown should prevent it from being too
annoying.
## Changelog
🆑
add: Adds Untie Shoes, a 1-point wizard spell. It can be upgraded to
untie jackboots, summon shoes to untie, and become completely silent!
/🆑
## About The Pull Request
Balances
- Stops voidwalkers from breaking glass at all, and throwing items
Voidwalkers started using spears to break electrified windows to space
area's. Throwing bypasses too many safety checks, and shouldn't be their
main means of combat either way
- No hitting anyone in crit
Voidwalkers were using weapons to try and kill as many people as
possible without kidnapping
- Only able to pull people
Voidwalkers were dragging bags around with a personal armory. It also
just looks goofy as hell
- Increases space dive enter to 3 seconds (from 2) and decreases space
dive exit (from 2 seconds to 1)
The original value was pretty fast, and is being used to slip out of
combat if anyone ever comes after them. This is intended to a certain
degree, but it was a bit too strong
- Void Eater becomes blunt during use, needs kidnappings to refresh
Yeah... For some it's being used as a murderbone antag, forgoing
kidnappings completely. This change makes murderboning significantly
more difficult without bothering good faith players. It goes from 25
damage to 15 in 0.5 damage increments.
This slightly decreases take-down potentially against people with
low-mood, but clicks that go SCRUNGE release dopamine so it balances
- Gives voidwalkers chunkyfingers, preventing stun baton and gun use
Voidwalker originally had this, but I figured I'd keep it out to give
people to freedom to be more opportunistic in combat, but a significant
portion defaulted to getting a stunbaton as quick as possible so they
could avoid engaging in actual combat
- Removes eye slots
They're already flash immune. People don't know this so they're all
rushing sunglasses. It just looks weird when the space monster is
wearing glasses :/. They can still wear scarves if they decide to be
fashionable
- Void eater applies 10s of NODEATH
Yeah fuck it why not? It also prevents succumbing and takes out a lot of
cheese
- Removed Voidwalker armor
They had 10% brute and 20% burn armor. I didn't really think much about
the original change, figured they'd be too weak otherwise, but turns out
they're sufficiently strong and this kinda deviates from the intended
"ambush antag" by making them stronger in sustained combat
- Voided go to a safe turf instead of a random one
Actually just a mistake on my part. Dumping mute people in the turbine
plasma burn chamber is cruel, even for a coder
Fixes
- The Unsettle ability line of sight didn't check for line of sight :/
Addition:
- Gives Voidwalker telepathy. I originally kept it out because whatever
but honestly I think it's fine and gives them the chance to communicate
if they ever need to. I've also given the abilities it's own sprite and
background cause good vibes
## Why It's Good For The Game
The original testmerges I spectated went very well! I had it testmerged
on Terry and the rounds where I observed were played in very good faith
and played a spooky antag incredibly well. I've also seen others play
incredibly fun rounds!
It seems to have gone downhill a bit though (or Terry is high-RP?). I've
observed a few rounds on other servers and the way it's played is not
great. I originally kept as little handrails as I could as to give
people the most freedom possible in playing the spooky antag, but some
people dissappoint me so, so incredibly deeply.
It's just been merged but I'm already seeing players ignoring kidnap
mechanics in favor of roundremoving as many people as possible, giving
up any semblance of stealth in favor of carrying around mini armories.
Another spent it's time breaking windows to vent as much of the station
as possible. I also knew it would happen, but not this much. I probably
should've had this PR up a bit sooner but I've gotten really into
Hardrock TerraFirmaCraft (seriously it's _sooo_ good).
I can keep going "Argh, players!!" but honestly I've been incredibly
naive. These set of balance changes set out to cripple gameplay
optimizers while leaving good faithed players unaffected for the most
part, bringing it closer to the original design doc I wrote and away
from just being another murderbone machine
## Changelog
🆑
add: Gives voidwalker telepathy
fix: Fixes the Unsettle ability ignoring line of sight (which was it's
sole gimmick, im just dumb)
balance: Voidwalkers cannot break windows anymore or throw objects
balance: Voidwalkers can no longer harm people in crit
balance: Voidwalkers can only pull mobs
balance: Voidwalkers' space dive enter has been increased by 1 seconds,
but dive exit decreased by 1 second
balance: Void eater becomes blunt during use. Kidnap people to refresh
it
balance: Removes voidwalker glasses slot
balance: Gives voidwalkers chunky fingers
balance: Voidwalker applies NODEATH on hit
balance: Voided victims get dumped in safer places
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Due to how projectile code currently operates its (almost) impossible to
parry projectiles and completely impossible to projectile boost them, as
they move away from you instantly after being shot. Parrying others
projectiles requires them to be slow enough and to land on a tile right
in front of you on their last move of their tick, as else they instantly
hit you.
I moved parrying component from being on user to being on projectiles
themselves and added TRAIT_MINING_PARRYING which allows users to
actually perform the parries. This allows me to get rid of parry code
existing on all projectiles and add a "grace period" mechanic - now you
can parry projectiles by clicking on any turf they moved through in the
last 0.25 seconds. Parrying actually runs when projectiles hit you if
you clicked on the correct turf during same grace period timer. This
also acts as lag compensation, allowing players with high ping to
utilize this mechanic. Projectile boosting occurs when you hit a tile
the projectile moved through in first 0.25 seconds of its existence.
Parry also occurs on click instead of attack_hand due to this, so you
can parry projectiles while holding your
accelerator/crusher/resonator(what even?) - which is also important to
make projectile boosting possible as firing sets your click cooldown -
making attacking the turf impossible (another roadblock on ultrakill
players' path)
Projectile boosting now grants x1.5 damage multiplier and +40% speed
instead of x1.15 and +20% like parrying, since its significantly harder
to perform.
Crusher projectiles now can be parried/boosted. Crushers are ***the***
badass miner weapon, but they weren't possible to boost - probably
because it'd be pointless due to their lack of damage. Now boosting a
crusher blast gives it 10 damage, +3 range and makes the mark it applies
always count as backstab for additional style (although doing so is very
tricky due to speed/range)
Crusher marks are now a STATUS_EFFECT_REFRESH effect and no longer
per-user. This means that anyone can blow up anyone else's mark and
applying new ones refreshes the timer. Trophy effects of the person who
detonated the mark are the ones actually applied.
also cleaned up pixel_move a bit
## Why It's Good For The Game
Parrying refactor - parries are a very cool mechanic which is almost
impossible to execute in-game (and boosting is physically impossible)
and even if "fixed" would require perfect server performance and single
digit ping. Making them slightly easier to execute and adding a grace
period will allow more players to utilize it and also make it possible
to do parrying/boosting on highpop.
Boosting damage/speed buff - Boosting is harder to perform, and while
with parrying damage/speed is a nice bonus to the fact that your face
doesn't explode outwards from a death bolt, for boosting its the only
reason why you'd do it (beyond style points)
Crusher boosting - Crushers are more often used by skilled miners as
they are a high risk/high reward weapon. Them not being boostable is
rather disappointing as boosting is supposed to be a thing for extremely
skilled miners to do, essentially turning crushers into deadweight for
those who wanted to use style meters.
Unified crusher marks - Mobs being able to have multiple crusher marks
made fighting very confusing for rare coop crusher miners, as you
weren't able to tell if you could detonate the mark or not. This should
make coop fighting more viable as marks can now be comboed if you have
good cooperation with your teammate.
## Changelog
🆑
refactor: Refactored parrying to be projectile-side and not user-side.
add: You can now parry crusher projectiles to give them some more range,
add damage and make the mark always count as a backstab.
add: Projectile parrying has been significantly improved, making
parrying and boosting projectiles actually possible. Includes a small
grace period as lag compensation for players with higher pings.
balance: Crusher marks can now be detonated by any crusher, not only the
one that applied it, as to incentivise coop mining for crusher users.
balance: Projectile boosting now gives a significantly bigger damage and
speed increase
/🆑
## About The Pull Request
Closes#85002
This order change shouldn't cause any issues with other uses of on_wield
## Changelog
🆑
fix: Fixes hulks being able to activate dualsabers despite not being
able to actually do anything with them
/🆑
## About The Pull Request
Currently the fonts are blurry due to using wrong sizes and also overlap
with the style bar above them. Also they move upwards when actions are
gained due to wrong length coefficient.
Here's how it looks now:

## Changelog
🆑
fix: Style meter text is no longer blurry and doesnt overlap with UI
anymore.
/🆑
## About The Pull Request
Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
Adds sprites for security and tackling gloves, moves tackling to
right-click!
Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.
Sprites here:

Moved tackling to right click.
## Why It's Good For The Game
> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!
> Adds sprites for security and tackling gloves, moves tackling to
right-click!
Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.
> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.
We can't have blue sec with red gloves!!!
> Moved tackling to right click.
It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.
## Changelog
🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑
## About The Pull Request
I have noticed that when I petted a raptor corpse I have found, it
started spinning and hearts appeared above it. Apparently, the same
happens if you wash them. This PR makes sure that dead raptors stop
spinning in their graves.
I decided to not to disable the happiness component's processing on
death, as the idea that the raptor's ghost looms over you, patiently
waiting to be revived is funny, and also encourages their revival to be
a priority.
This PR also removes a duplicate animal petting proc that has not
actually been hooked into anything.
## Why It's Good For The Game
Dead animals should consistently act as dead animals.
## Changelog
🆑
fix: Fixes dead raptors getting excited when petted or groomed
/🆑
## About The Pull Request
Add new spells category for wizards: Perks. perks are not really spells,
but useful (and not so useful) improvements for your wizard which
provide more variety for builds.
https://youtu.be/eeVvUkVE3xQ
All perks cost 2 points, they work without wizard’s uniform, cannot
refund, effect start only at the station (perks will not work at the
wizard’s base). Perk can only be purchased once.
9 added perks:
1. Four Hands - gives you 2 extra hands.
2. Worm Born - on death, wizard turns into a large worm and can no
longer return to his previous form.

3. Dejavu - every 60 seconds returns wizard to where he was 60 seconds
ago and restores his health to the amount he had 60 seconds ago.
4. Sale Off - When buying something from a book of spells, wizard has a
chance not to spend points for the purchase, depending on the purchase
price. 1/2/3/4 price chance 50/25/15/10%. You can no longer refund
purchases.
5. Gamble - Give wizard 2 random perks.
6. Heart Eater - By eating someone's heart, the wizard has a chance to
either increase his maximum HP and stamina by 25 or lose 10 percent of
his maximum HP but get a random mutation.
7. Slime Friends - Slimes is your friends now. Every 20 Seconds you
spend 50 nutriments to spawn random big angry slime.
8. Transparence - wizard becomes half transparent, any projectiles pass
through, but you loses 25% of max HP and you get a stalker who will
follow you to the station to kill you.
9. Magnetism - Wizard gain gravitational anomaly that orbit around him,
which attracts objects and people.
https://youtu.be/gp6ZtTrZu7I
## Why It's Good For The Game
Gives the wizard more options to create a fun and interesting builds
## Changelog
🆑
add: new wizard spells category - perks.
add: adds 9 wizard perks.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Added anti-magic support for things that mob can buckle to, so that we
don't have to add the anti-magic component to the mob riding the holy
skateboard but the skateboard itself.
Also, made it possible for the holy skateboard to soar space and open
space with no support without falling, at the cost of a moderate
slowdown.
## Why It's Good For The Game
It's a first-time contributor that added this skateboard to the game,
and it looked like he couldn't find a solution to some of the issues I
brought on in my review. Plus the holy skateboard being usable in spess
has some real Space Jesus vibes to it.
## Changelog
🆑
fix: ACTUALLY fixed hoverboards being able to be used in space.
balance: However, you can soar space with the holy skateboard. at a
slower speed.
/🆑
## About The Pull Request
This change allows tongue based speech modifications to be ignored if
the user is speaking in a native language or using hand signs, putting
it back to where it was functionally before moving to speechmod
components.
## Why It's Good For The Game
This is correcting some of the speaking code to how it was working prior
to speechmods, meaning lizard people won't be elongating there s's in
draconic. Fly people are the other species with a tongue based speech
modifier and receive the same fix. This also corrects tongue based
speech mods getting applied to sign language. Speech modifiers are still
applied if the user is talking in a non-native language, same as it was
pre speechmod.
Before:

After:

## Changelog
🆑
fix: fixing speech modifiers being applied to a tongue's native
languages.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## The Voidwalker
Adds a new antagonist, the Voidwalker!
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle
## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.
## Passive


Passive abilities:
- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit
## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds
**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift
**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.
**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).
[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)
## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.

It can be cured with a lobotomy or by dying in planetary gravity.
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain
## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.
Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday
## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.
I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.
They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny
## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑
- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names
## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.
It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.
They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.
Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Adds a craftable airlock pump that is an atmos device with distro &
waste nodes on a single side.
When wrenched down, looks for airlocks and sets up a cycling airlock
chamber.
A more compact and flexible alternative to the current binary DP Vent
Pumps.
https://github.com/tgstation/tgstation/assets/3625094/a799b3e8-3425-43fc-9c17-2bdde63ec194
Can also skip cycling when a shuttle is docked with one of the external
airlocks:
https://github.com/tgstation/tgstation/assets/3625094/37054bc0-b8c5-4556-aa2c-0fa5bc3c7c5b
**Set up from scratch**: https://youtu.be/22PDfmJKC7g
## Why It's Good For The Game
Provides an easy to map and setup alternative to DP Vents that doesn't
require any map helpers, var editing and can even be crafted in the
game.

You just need to extend the disto/waste pipes to the place where you
want your airlock to be.
When built, it automatically considers the first found airlock in the
direction of incoming pipes as an internal one, and the opposite -
external.
Cycling is controlled by the airlocks. When you click/bump an internal
airlock, it starts pressurizing. When external one - depressurizing.
When unable to complete the cycle in 10 seconds, unbolts the door
automatically to avoid stucking due to issues with pipes or slow atmos.
TODO:
- [x] Hook up to the power and figure out the logic when unpowered
- [x] ~Make it work with a directly connected layer manifold~
- [x] Make unwrenching require unpowered state and forbid mapspawn pump
unwrenching
- [x] Support airlock arrays and double airlocks
- [x] An option to open airlocks instead of just bolts
- [x] Check for the presence of airlocks and crash if not set up
properly on map
## Changelog
🆑
add: Added airlock pump atmos device to create cycling airlocks
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds the Herculean Gravitronic Spinal Implant. A personal gravity
dampener that affords the user improved physical performance without all
the effort of actually working out.
This implant improves the user's ability in a variety of minor but
useful ways Including;
1) Faster climbing speeds with climbing hooks and ladders. (Athletics
now also influences this time)
2) Slightly less damage from falling from a height.
3) Faster fireman lifting and placing onto tables.
4) An easier time working out and stronger in boxing.
5) Standing up just a bit faster.
6) Throwing things just a little further.
7) Tackle performance, including offense, defense and safety if you
miss.
You can improve the implant by using a gravity anomaly core on it,
transforming it into an Atlas implant. This implant has considerably
better bonuses compared to the baselines fairly minor even if numerous
benefits. It also forces personal gravity to normal values.
As a result, the total number of gravity anomaly cores is now 6.

Has some little floating rocks around your head while active.
## Why It's Good For The Game
I attempted to add something fairly similar in the past, but didn't
quite like simply making an entirely combat related implant. Instead,
I've changed the concept towards generally improving some minor physical
world interactions. Things that you may not really think about or
notice.
I really enjoy getting just slight tweaks to the small little gameplay
activities that come up every so often, and even if this won't appeal to
most players, I know someone will see this and think to find a way to
make the most of the implant in some way that I didn't even think about.
## Changelog
🆑
add: Adds the Herculean Gravitronic Spinal Implant; an implant that
makes you better at athletics. You can upgrade it into an Atlas implant
using a gravity anomaly core.
balance: Gravity anomaly cores have had their max number of cores
reduces from 8 to 6.
balance: Your athletic ability allows you to climb faster.
/🆑